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Thread: [WIP] .render_model exporter (First custom model ingame!)

  1. #51
    ... *uses Shield Rifle*
    Join Date
    Mar 2007
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    122

    Re: [WIP] .render_model exporter (First custom model ingame!)

    rofl. anyone want to give any hints away publically or privately about the ek and how to start hacking it?
    i hit a dead end when i couldn't alter data...
    and i don't think its the right data to change anyway... and im not sure if its just straight hex or if its dissassembly. or decompileing (any hints with a decent decompiler appreciated too btw if thats the problem)

  2. #52

    Re: [WIP] .render_model exporter (First custom model ingame!)

    UPDATE!!!!
    Great news! I finished mapping out the .gbxmodel tags and finished writting import classes for them and I have confirmed my assumptions about the .gbxmodel tags and the similarities with the .render_model tags. I was able to pass though the data 100% un-processed to the .render_model tag and it works perfectly in halo 2. Before I was using .jms files from h1ek and was getting the ugly garbled polygons, no matter how much I tried to pre-process the triangle data. Now with the .gbxmodels converted to .render_models, with no processing done what so ever, they look perfect!







    Normals, smoothing groups, texture coords, all with no problems.

    The only slight issue I have ran into is certain models for some reason get imported with flipped triangle orientation. Its kinda rare, but is easily fixed by pre-flipping them before exporting them from max. I'l try figuring out what causes it. But now I can start work on markers, nodes, shaders and multiple permutation/LODs support so that I can release a beta.

    I'l also be looking into h2 .jms support once I find out more about it. Still can't find any h2 .jms models included with the h2ek...

    Quote Originally Posted by Nick View Post
    Care to start looking harder? It's really not that hard to find.

    Nick
    Yeah, like you would know. Thanks for the not help.

  3. #53
    I R Serious Texra DaneO'Roo's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    :win:


    also, if your intending to put the bulldog ingame, make normal maps for it D:

  4. #54
    HA10 Limited's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    ah right, so right n ow you are editing previous gbxmodel tags that that render tag thingy? Have you tried to make a new one or dont you have the capable guerilla?

  5. #55
    Senior Member
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Awesome.
    Very nice Jahrain!!

  6. #56

    Re: [WIP] .render_model exporter (First custom model ingame!)

    Sweet. The visor on that biped looks like the polygons are all messed there.

  7. #57
    Senior Member
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    231

    Re: [WIP] .render_model exporter (First custom model ingame!)

    i might actually buy Halo 2 Vista now - you legend

  8. #58
    おはようございます klange's Avatar
    Join Date
    Dec 2006
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    When can we expect some pics of the Bulldog with proper textures?

  9. #59
    a bit of the old in-out Roostervier's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by AdmiralBacon View Post
    When can we expect some pics of the Bulldog with proper textures?
    Not until he gets an unlocked EK.

  10. #60
    The One and Only TheGhost's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by jahrain View Post
    I was able to pass though the data 100% un-processed to the .render_model tag and it works perfectly in halo 2. Before I was using .jms files from h1ek and was getting the ugly garbled polygons, no matter how much I tried to pre-process the triangle data.
    lol

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